LoafyLemon
b28a3e250d
* Added get_character_scheduling function * Removed update_interface_color calls (Redundant) * Redesigned variable naming convention to simplify assignment and lookup * Removed counter_class (Superseded) * Removed DynamicDisplayable CG implementation (Superseded)
78 lines
2.8 KiB
Plaintext
78 lines
2.8 KiB
Plaintext
init python:
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def wardrobe_check_category(category):
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req = get_character_requirement(states.active_girl, "category {}".format(category))
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flag = get_character_progression(states.active_girl)
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return (flag >= req)
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def wardrobe_check_touch(what):
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req = get_character_requirement(states.active_girl, "touch {}".format(what))
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flag = get_character_progression(states.active_girl)
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return (flag >= req)
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def wardrobe_check_equip(item):
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req = item.level
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flag = get_character_progression(states.active_girl)
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return (flag >= req)
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def wardrobe_check_unequip(item):
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req = get_character_requirement(states.active_girl, "unequip {}".format(item.type))
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flag = get_character_progression(states.active_girl)
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return (flag >= req)
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def wardrobe_check_equip_outfit(item):
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req = max((i.level for i in item.group))
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flag = get_character_progression(states.active_girl)
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has_bra = any(i.type == "bra" for i in item.group)
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has_panties = any(i.type == "panties" for i in item.group)
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if not has_bra:
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req = max(req, get_character_requirement(states.active_girl, "unequip bra"))
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if not has_panties:
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req = max(req, get_character_requirement(states.active_girl, "unequip panties"))
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if any(i.type.startswith(("piercing", "tattoo")) for i in item.group):
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req = max(req, get_character_requirement(states.active_girl, "category piercings & tattoos"))
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return (flag >= req)
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def wardrobe_check_blacklist(item):
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if not item.blacklist:
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return True
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req = max( ( get_character_requirement(states.active_girl, "unequip {}".format(i)) for i in item.blacklist ) )
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flag = get_character_progression(states.active_girl)
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return (flag >= req)
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def wardrobe_fallback_required(item):
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fallbacks = {"top", "bottom", "bra", "panties"}
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char = get_character_object(states.active_girl)
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req = [get_character_requirement(states.active_girl, "unequip {}".format(i)) for i in fallbacks if not char.is_equipped(i) and not i in char.blacklist]
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if not req:
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return False
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req = max(req)
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flag = get_character_progression(states.active_girl)
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return not (flag >= req)
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def wardrobe_react(what, arg):
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global _skipping
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if wardrobe_chitchats:
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_skipping = True
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renpy.suspend_rollback(False)
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renpy.hide_screen("wardrobe")
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renpy.hide_screen("wardrobe_menuitem")
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renpy.hide_screen("wardrobe_outfit_menuitem")
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renpy.show("gui_fade", zorder=10, behind=get_character_tag(states.active_girl))
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renpy.block_rollback()
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renpy.call(get_character_response(states.active_girl, what), arg)
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return
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